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Fullmetal Knight

5 Level (0/14000 XP for level-up) Far Traveler Background Warforged Race / Species / Heritage Alignment
Circle of the City Druid
Level 5
Hit Dice: 5/5
1d8+4 Class 1

STR
8
-1
DEX
15
+2
CON
18
+4
INT
12
+1
WIS
20
+5
CHA
11
+0
42
Hit Points
+2
Initiative (DEX)
17
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
18
Passive Perception
Spellcasting ...
+8 Attack mod
WIS Ability
+5 Abi Mod
16 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+4 Constitution
+4 Intelligence
+8 Wisdom
+0 Charisma
saving throws
+2 Acrobatics DEX
+5 Animal Handling WIS
+4 Arcana INT
-1 Athletics STR
+0 Deception CHA
+1 History INT
+8 Insight WIS
+0 Intimidation CHA
+1 Investigation INT
skills
+5 Medicine WIS
+1 Nature INT
+8 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+8 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, Light +2 DEX 1d8+2 piercing
 Ammunition, Loading, Two-Handed, Range (80/320 ft.)
Scimitar +5 DEX 1d6+2 slashing
 Finesse, Light
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Thunderclap +8 1 action 5 ft instantaneous 2d6 S
 Notes:heard 100 ft away
Mold Earth +8 1 action 30 ft Instantaneous or 1 hour S
Frostbite +8 1 action 60 ft Instantaneous 2d6 VS
 Notes:Constitution saving throw; disadvantage on next weapon attack roll before its next turn ends

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements +8 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 S
 Notes:resistance to damage type; +1d6 damage on first melee attack on next turn
Earth Tremor +8 1 action 10 ft Instantaneous 1d6 VS
 Notes:Dexterity saving throw; difficult terrain (if loose earth or stone)
Fog Cloud +8 1 action 120 ft Concentration, up to 1 hour VS
 Notes:20-foot-radius sphere; heavily obscured; +20 ft for every level
Ice Knife +8 1 action 60 ft Instantaneous 2d6 SM
 Notes:hit target takes 1d10 piercing; 5 feet explosion; Dexterity saving throw

Level 2 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements +8 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 + S
 Notes:resistance to damage type; +1d6 damage on first melee attack on next turn
Earth Tremor +8 1 action 10 ft Instantaneous 1d6 + VS
 Notes:Dexterity saving throw; difficult terrain (if loose earth or stone)
Ice Knife +8 1 action 60 ft Instantaneous 2d6 + SM
 Notes:hit target takes 1d10 piercing; 5 feet explosion; Dexterity saving throw
Earthbind +8 1 action 300 ft Concentration, up to 1 minute V
 Notes:Strength saving throw; flying speed reduced to 0; safe descent (60 ft/turn)
Flame Blade +8 1 bonus action Self Concentration, up to 10 minutes 3d6 VSM
 Notes:bright light 10 ft, then dim lit 10 ft; +1d6 damage every 2 levels
Heat Metal +8 1 action 60 feet Concentration, up to 1 minute 2d8 VSM
 Notes:if wearing, Constitution saving throw to take off; if kept, disadvantage on attack rolls and ability checks until my next turn

Level 3 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Absorb Elements +8 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage Self 1 round 1d6 + S
 Notes:resistance to damage type; +1d6 damage on first melee attack on next turn
Earth Tremor +8 1 action 10 ft Instantaneous 1d6 + VS
 Notes:Dexterity saving throw; difficult terrain (if loose earth or stone)
Ice Knife +8 1 action 60 ft Instantaneous 2d6 + SM
 Notes:hit target takes 1d10 piercing; 5 feet explosion; Dexterity saving throw
Heat Metal +8 1 action 60 feet Concentration, up to 1 minute 2d8 + VSM
 Notes:if wearing, Constitution saving throw to take off; if kept, disadvantage on attack rolls and ability checks until my next turn
Call Lightning 1 action 120 ft Concentration, up to 10 minutes 3d10 VS
 Notes:cylinder (10 ft. tall, 60 ft. radius fails if no room; Dexterity saving throw (5 ft. from bolt half damage on success; redone every turn; +1d10 if already in storm
Erupting Earth 1 action 120 ft Instantaneous 3d12 VSM
 Notes:cube (20 ft. Dexterity saving throw; half damage on success; difficult terrain

•FEATURES


URBAN ARCANA:
Beginning at 2nd level, your druid spells lose the aesthetic trappings of nature and instead appear inspired by the jungles of buildings, columns, and cobblestones. For example, entangle and spike growth might cause growths of metal wires and twisting pipes. Barkskin might grant you the appearance of pitted iron or brick. Additionally, you can wear armor and wield shields made of metal.
STREETTALK:
At 2nd level, you have advantage on Intelligence (Investigation) checks to gather rumors or find a creature or location within an urban environment.
Additionally, you learn thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly.
CITY SHAPE:
Starting at 2nd level, as an action, you can expend a use of your Wild Shape feature to warp the city around you. Choose one of the following effects:
Cobbleshift – You magically manipulate the components of a constructed floor—bricks, cobblestones, planks, and similar objects—within 60 feet. Each component can move up to 1 foot and doesn’t cause instabilities in their structures. When you use this effect, you can cause any sections of floor that you choose within the area to become difficult terrain, and can cause any creature standing in one of those sections to make a Dexterity saving throw against your spell save DC or fall prone. You are unaffected by this difficult terrain. Additionally, you can use your action on each of your turns to raise up to three low walls from the floor, each 2 and 1/2 feet high, 5 feet wide, and 1 foot deep. Such a wall can generally provide half cover for a Medium creature. These walls provide no instability in surrounding structures.
This ability lasts for 1 minute. After this time, all components and walls magically revert to their original positions.
Passwall – You cast the spell passwall without expending a spell slot or material components.
Wall Warp – A wall that you can see within 30 feet magically shifts, grows, shrinks, or rotates. This wall must be a contiguous surface without corners, at most 1 foot thick, and must be either made out of wood, plaster, or stone, or not be naturally occurring. The wall must remain vertical, but you can move it into any position you choose within a 60-foot radius of its previous position. Its new position can’t include spaces occupied by creatures or objects. If you cause the wall to grow or shrink, you can only change its dimensions vertically. These changes to the wall create no instability in their structures. After 1 minute, the wall reverts to its original size and position.

Features & Traits

  • 20 crossbow bolts

  • Adamantine breastplate

  • Explorer's pack

  • Imbued wood focus (Fernian Ash)

  • Wand sheath

  • Smith's tools



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 365, Platinum: 0 Money
Languages: Common, Rageston, Druidic, Thieves' Cant, Primordial

Proficiencies:
  • Armor: light armor, medium armor, shields
  • Weapons: clubs, daggers, darts, javelins, maces, quarterstaffs, scimitars, sickles, slings, spears
  • Tools: herbalism kit, smith's tools

  • Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
    To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

    The statblocks of your Weapons, armor and other important/magical equipment

    DnD 5e PHB

    Crossbow, Light

    Weapon

    Common

    Ammunition, Loading, Two-Handed

    Ammunition
    You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
    Loading
    Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
    Range
    A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
    Two-Handed
    This weapon requires two hands to use.

    Type Damage Damage Range
    Simple Ranged 1d8 Piercing 80/320 ft

    Cost: 25gp
    Weight: 5 lb

    DnD 5e PHB

    Scimitar

    Weapon

    Common

    Finesse, Light

    Finesse
    When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.

    Light
    A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

    Type Damage Damage Range
    Martial Melee 1d6 Slashing 5 ft

    Cost: 25gp
    Weight: 3 lb

    PHB, page 151

    Explorer's Pack

    Adventuring Gear

    Common

    Includes:
    • a backpack
    • a bedroll
    • a mess kit
    • a tinderbox
    • 10 torches
    • 10 days of rations
    • a waterskin
    • 50 feet of hempen rope

    Cost: 10gp
    Weight: 35lb

    DnD 5e ERLW

    Wand Sheath

    Wondrous Item

    Common requires attunement by a warforged Requires Attunement

    A wand sheath clamps onto your arm and imparts the following benefits:  
    • The wand sheath can't be removed from you while you're attuned to it.
    • You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.
    • You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.
      If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.


    Eberron: Rising from the Last War

    Imbued Wood Focus

    Wondrous Item

    Common Requires Attunement

    An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this orb as a spellcasting focus. When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.
    Wood Damage Type
    Fernian Ash Fire
    Irian Rosewood Radiant
    Kythrian Manchineel Acid or poison
    Lamannian Oak Lightning or thunder
    Mabaran Ebony Necrotic
    Risian Pine Cold
    Shavarran Birch Force
    Xorian Wenge Psychic


    The statblocks of your class features

    Druid


    Hit Points

    Hit Dice: d8 per Druid level
    Hit Points at first Level: 8 + Con Mod
    Hit Points at Higher Levels: 1d8 + Con Mod

    Proficiences

    Armor: Light armor, medium armor, shields (druids will not use armor or shields made of metal)
    Weapons: Clubs, daggers, darts, javelins, maces, quarterstaves, scimitars, sickles, slings, spears
    Tools: Herbalism kit
    Saving Throws: Int, Wis
    Skills: Choose two: Arcana, Animal Handling, Insight, Medicine, Nature, Perception, Religion, Survival

    Class Features

    Druidic

    You know Druidic, the secret language of druids. You can speak it and use it to leave hidden messages. You and other who know this language automatically spot such a message. Others spot the presence of such a message with a successful DC 15 Wisdom (Perception) check but can't decipher it without magic.  

    Wild Shape

    At 2nd level, you can use your action to magically assume the form of a beast you have seen before. You can use this feature twice. You regain expended use when you finish a short or long rest. Your druid level determines the beasts you can turn into, as shown on the table below. You can stay in this form for a number of hours equal to half your druid level (rounded down). You then revert to your normal form unless you expend another use of this feature. You may revert back to your normal form earlier by using a bonus action on your turn. You automatically convert if you fall unconscious, drop to 0 hit points, or die.
    Level Max. CR Limitations Example
    2nd 1/4 No flying or swimming speed Wolf
    4th 1/2 No flying speed Crocodile
    8th 1 Giant Eagle
      While transformed, the following rules apply:   • Your game statistic are replaced by the beast's, except as follows: you retain your alignment, personality, and Intelligence, Wisdom, and Charisma scores. You also retain your skill and saving throw proficiencies, in addition to gaining those of the creature. If you both have the same proficiency, use the beast's bonus if it is higher. You cannot use any legendary or lair action of the creature.   • When you transform, you assume the beast's hit point and HD. When you revert to your normal form, you return to the number of hit points you had when you transformed. However, if you revert as a result of dropping to 0 hit points, any excess damage carries over to your natural form. For example, if you have 1 hit point left in animal form and take 10 damage, you revert and your natural form takes 9 damage. As long as your normal form still has more then 0 hit points, you remain conscious.   • You can't cast spells, and your ability to speak or take any action that require hands is limited to the capabilities of your beast form. Transforming doesn't break your concentration for any spells you have already cast, however, or prevent you from taking any actions that are part of a spell you have already cast.   • You retain the benefit of any feature gained from your class, race, or other source, and can use them if your beast form is physically capable of doing so. However, you can't use special senses, such as darkvision, unless your new form also has that sense.   • You choose whether your equipment falls to the ground, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear. Your equipment doesn't change size or shape to match your new form. Merged equipment has no effect until you leave the form.  

    Druid Circle

    You choose the circle from which you draw your connection to the world at this level. This choice grants you features at 2nd, 6th, 10th, and 14th level.  

    Ability Score Improvement

    At 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or increase two ability scores by 1 each. As usual, you cannot increase an ability score above 20 using this ability.   Alternatively, you can choose to gain a single feat of your choice.  

    Timeless Body

    At 18th level, the primal magic you wield slows down your aging. For every 10 years that pass, you only age 1 year.  

    Beast Spells

    At 18th level, you can cast many of your spells while in a shape assumed by using Wild Shape. You can provide somatic and verbal components of a druid spell while in a beast shape, but you cannot provide material components.  

    Archdruid

    At 20th level, you can use your Wild Shape an unlimited number of times.


    Starting Equipment

    • Choose: a wooden shield; or any simple weapon   • Choose: a scimitar; or any simple melee weapon   • Leather armor, an explorer's pack and a druidic focus
     


    Spellcasting

    Cantrips

    You know two cantrips from the Druid Spell List. You learn an additional cantrip at 4th and 10th level.  

    Preparing and Casting Spells

    The table above shows how many spell slots you have to cast spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended slots when you finish a long rest.   You prepare the list of druid spells that are available for you to cast, choosing from the druid spell list. When you do so, choose a number of spells equal to your Wisdom modifier + your druid level (min. 1 spell). These must be of a level for which you have spell slots. You may change your list of prepared spells whenever you finish a long rest; doing so requires 1 minute of prayer or meditation per spell level of the chosen the spells.  

    Spellcasting Ability

    Wisdom is your casting ability for druid spells. Your magic comes from your devotion and attunement to nature. When a spell refers to your spellcasting ability, you use Wisdom. In addition, you use your Wisdom to determine the save DC of any druid spell which requires one, and when making an attack roll with one.   Spell save DC= 8 + your proficiency bonus + your Wisdom modifier   Spell attack modifier= your proficiency bonus + your Wisdom modifier  

    Ritual Casting

    You may cast any druid spell you have prepared as a ritual if it has the ritual tag. A spell cast as a ritual takes an additional 10 minutes to cast, but does not require you to expend a spell slot.  

    Spellcasting Focus

    You may use a druidic focus as a spellcasting focus for your spells. Druidic foci include mistletoe, totem carvings, yew wands, or oaken staves.


    Subclass Options

    Circle of Dreams

    Balm of the Summer Court

    At 2nd level, you become imbued with the blessings of the Summer Court. You are a font of energy that offers respite from injuries. You have a pool of fey energy represented by a number of d6s equal to your druid level.   As a bonus action, you can choose an ally you can see within 120 feet of you and spend a number of those dice equal to half your druid level or less. Roll the spent dice and add them together. The target regains a number of hit points equal to the total. The target also gains 1 temporary hit point per die spent.   You regain the expended dice when you finish a long rest.  

    Hearth of Moonlight and Shadow

    At 6th level, home can be wherever you are. During a short or long rest, you can invoke the shadowy power of the Gloaming Court to help guard your respite. At the start of the rest, you touch a point in space, and an invisible, 30-foot-radius sphere of magic appears, centered on that point. Total cover blocks the sphere.   While within the sphere, you and your allies gain a +5 bonus to Dexterity (Stealth) and Wisdom (Perception) checks, and any light from open flames in the sphere (a campfire, torches, or the like) isn't visible outside it.   The sphere vanishes at the end of the rest or when you leave the sphere.  

    Hidden Paths

    Starting at 10th level, you can use the hidden, magical pathways that some fey use to traverse space in a blink of an eye. As a bonus action on your turn, you can teleport up to 60 feet to an unoccupied space you can see. Alternatively, you can use your action to teleport one willing creature you touch up to 30 feet to an unoccupied space you can see.   You can use this feature a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses of it when you finish a long rest.  

    Walker in Dreams

    At 14th level, the magic of the Feywild grants you the ability to travel mentally or physically through dreamlands.   When you finish a short rest, you can cast one of the following spells, without expending a spell slot or requiring material components: Dream (with you as the messenger), Scrying, or Teleportation Circle.   This use of Teleportation Circle is special. Rather than opening a portal to a permanent teleportation circle, it opens a portal to the last location where you finished a long rest on your current plane of existence. If you haven't taken a long rest on your current plane, the spell fails but isn't wasted.   Once you use this feature, you can't use it again until you finish a long rest.  

    Circle of Land

    Bonus Cantrip

    When you choose this circle at 2nd level, you learn one additional druid cantrip of your choice.  

    Natural Recovery

    Starting at 2nd level, you can regain some of your magical energy by sitting in meditation and communing with nature. During a short rest, you choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your druid level (rounded up), and none of the slots can be 6th level or higher. You can’t use this feature again until you finish a long rest   For example, when you are a 4th-level druid, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level slot or two 1st-level slots.  

    Circle Spells

    Your mystical connection to the land infuses you with the ability to cast certain spells. At 3rd, 5th, 7th, and 9th level you gain access to circle spells connected to the land where you became a druid. Choose that land—arctic, coast, desert, forest, grassland, mountain, swamp, or Underdark—and consult the associated list of spells.   Once you gain access to a circle spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day. If you gain access to a spell that doesn’t appear on the druid spell list, the spell is nonetheless a druid spell for you.  
    Druid Level Coast Spells Desert Spells Forest Spells Grassland Spells Mountain Spells Swamp Spells
    3rd mirror image, misty step blur, silence barkskin, spider climb invisibility, pass without trace spider climb, spike growth darkness, melf's acid arrow
    5th water breathing, water walk create food and water, protection from energy call lightning, plant growth daylight, haste lightning bolt, meld into stone water walk, stinking cloud
    7th control water, freedom of movement blight, hallucinatory terrain divination, freedom of movement divination, freedom of movement stone shape, stoneskin freedom of movement, locate creature
    9th conjure elemental, scrying insect plague, wall of stone commune with nature, tree stride dream, insect plague passwall, wall of stone insect plague, scrying
     

    Land's Stride

    Starting at 6th level, moving through nonmagical difficult terrain costs you no extra movement. You can also pass through nonmagical plants without being slowed by them and without taking damage from them if they have thorns, spines, or a similar hazard. In addition, you have advantage on saving throws against plants that are magically created or manipulated to impede movement, such those created by the entangle spell.  

    Nature's Ward

    When you reach 10th level, you can’t be charmed or frightened by elementals or fey, and you are immune to poison and disease.  

    Nature's Sanctuary

    When you reach 14th level, creatures of the natural world sense your connection to nature and become hesitant to attack you. When a beast or plant creature attacks you, that creature must make a Wisdom saving throw against your druid spell save DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. The creature is aware of this effect before it makes its attack against you.  

    Circle of Leaves

    Gaia's Protection

    At 2nd level, druids of the circle of leaves gain limited control over plants and vegetation around them. As an action, you may cause the vegetable matter in a 15 foot radius around a point you can see to swell with vegetable growth. Any creatures in this area must make a Wisdom saving throw to notice the growing vegetation before it ensnares them; on a failure, the targets are grappled and restrained.   Creatures caught in this way may make a Strength saving throw at the beginning of each of their turns to break free. Fire damage equal to twice your level also frees any restrained creatures in the growth.   On each of your turns when a creature is grappled, you may use your bonus action to attempt to move any creature caught in the vegetation by up to 15 feet in a single direction. The creature may make a Dexterity save to attempt to resist this movement. If the movement would take the creature out of the range of the vegetation growth, the creature is hurled the remaining distance and is no longer restrained or grappled. After you have used this ability, you may not use it again until you have completed a long rest.  

    Hamadryadic Transformation

    At 6th level, you can temporarily transform yourself into or out of tree form. As an action, you may transform yourself into a tree of up to 10 feet in height and with a trunk of up to 1 foot in diameter. While in tree form, you gain 100 temporary hit through the features of the tree: your eyes become knots in the trunk, you smell and breathe through your leaves, etc. While a tree, you cannot take any action that requires movement, communicate verbally, or cast any spell requiring verbal or somatic components. As an action, you may transfer back out of tree form, at which point you lose any temporary hit points you have remaining. If you have not transformed already, you also revert to your prior form after 8 hours. After you have used this ability, you may not use it again until you have completed a short or long rest.  

    Dryad's Soul

    At 10th level, the sturdiness of the dryads’ and hamadryads’ trees infuses your soul. You gain proficiency in Constitution saving throws. Additionally, your frame is reinforced as if by wood: your AC cannot be lower than 16, regardless of the armor you are wearing.  

    Apple of the Hesperides

    At 14th level, you gain the power to create golden apples that alter a mortal’s fate. Creating a single apple requires an hour of effort, and the magic from each apple returns to you when you take a long rest, leaving the apple a withered husk. Consuming an apple requires an action, unless noted otherwise. You may only have one apple in existence at any given time.   When you create an apple, you may choose from the following options:   Apple of Healing. When placed to a living creature’s lips, this apple restores half of a creatures’ maximum hit points and ends all non-magical diseases and poisons afflicting them. This apple may also be used on a creature that has been dead for less than five years, via an hour-long ritual in which the apple, along with 500 gp worth of gold or quicksilver, is melted and poured over the remains. The creature so impacted is revived with half of their maximum hit points and -2 to all of their ability scores. After each long rest, one of the creature’s ability scores improve by 1 until the penalty is erased.   Apple of War. When consumed, this apple grants martial prowess. For one minute after the apple is consumed, the eater gains advantage on all attacks, ability checks, and saving throws.   Apple of Magic. When consumed, this apple restores a spellcaster’s spell slot of 6th level or below. It may also be used to grant a warlock a second casting of a mystic arcanum spell of 6th level.   If you die after creating an apple, the apple’s magic does not return to you, and the apple permanently becomes an apple of discord.  

    Circle of the Moon

    Combat Wildshape

    At 2nd level, you gain the ability to use Wild Shape on your turn as a bonus action, rather than an action.   Additionally, when you are transformed by Wild Shape, you can use a bonus action to expend one spell slot to regain 1d8 hit points per level of the spell slot expended.  

    Circle Forms

    At 2nd level, you can use your Wild Shape to transform into a beast with a CR as high as 1. You must abide by the other limitations of Wild Shape.   At 6th level, you can transform into any beast with a CR equal to or less than your druid level divided by 3 (round down).  

    Primal Strike

    At 6th level, your attacks in beast form count as magical for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.  

    Elemental Wild Shape

    At 10th level, you can expend two uses of your wild shape at the same time to transform into an air elemental, earth elemental, fire elemental, or water elemental.  

    Thousand Forms

    At 14th level, you may alter your form in more subtle ways. You can cast the alter self spell at will.


    LvlProficiency BonusFeaturesCantrips Known1st2nd3rd4th5th6th7th8th9th
    1st+2Druidic, Spellcasting22
    2nd+2Wild Shape, Druid Circle23
    3rd+2242
    4th+2Wild Shape improvement, Ability Score Improvement343
    5th+33432
    6th+3Druid Circle Feature3433
    7th+334331
    8th+3Wild Shape improvement, Ability Score Improvement34332
    9th+4343331
    10th+4Druid Circle Feature443332
    11th+44433321
    12th+4Ability Score Improvement4433321
    13th+544333211
    14th+5Druid Circle Feature44333211
    15th+5443332111
    16th+5Ability Score Improvement443332111
    17th+64433321111
    18th+6Timeless Body, Beast Spells4433331111
    19th+6Ability Score Improvement4433332111
    20th+6Archdruid4433332211

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Warforged

    Ability Score Increase +2 Con, +1 Any
    Size Medium
    Speed 30

      Constructed Resilience   You were created to have remarkable fortitude, represented by the following benefits: • You have advantage on saving throws against being poisoned, and you have resistance to poison damage. • You don't need to eat, drink, or breathe. • You are immune to disease. • You don't need to sleep, and magic can't put you to sleep.   Sentry's Rest When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn't render you unconscious, and you can see and hear as normal.   Integrated Protection Your body has built-in defensive layers, which can be enhanced with armor: • You gain a +l bonus to Armor Class. • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way. • While you live, your armor can't be removed from your body against your will.   Specialized Design • You gain one skill proficiency and one tool proficiency of your choice.
     

    Languages. You can speak, read, and write Common and one other language of your choice.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    SRD

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 5 feet
    Components: S
    Duration: instantanheous
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must succeed on a Constitution saving throw or take 1d6 thunder damage.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
    Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

    SRD

    Mold Earth

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: S
    Duration: Instantaneous or 1 hour
    You choose a portion of dirt or stone that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: If you target an area of loose earth, you can instantaneously excavate it, move it along the ground, and deposit it up to 5 feet away. This movement doesn’t involve enough force to cause damage. You cause shapes, colors, or both to appear on the dirt or stone, spelling out words, creating images, or shaping patterns. The changes last for 1 hour. If the dirt or stone you target is on the ground, you cause it to become difficult terrain. Alternatively, you can cause the ground to become normal terrain if it is already difficult terrain. This change lasts for 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
    Available for: Druid, Sorcerer, Wizard

    SRD

    Frostbite

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VS
    Duration: Instantaneous
    You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
    At higher levels: The spell’s damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
    Available for: Artificer, Druid, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Earth Tremor

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 10
    Components: V, S
    Duration: Instantaneous
    You cause a tremor in the ground within range. Each creature other than you in that area must make a Dexterity saving throw. On a failed save, a creature takes 1d6 bludgeoning damage and is knocked prone. If the ground in that area is loose earth or stone, it becomes difficult terrain until cleared, with each 5-foot-diameter portion requiring at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
    Available for: Bard, Druid, Sorcerer, Wizard

    SRD

    Fog Cloud

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: Concentration, up to 1 hour
    You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
    Available for: Druid, Ranger, Sorcerer, Wizard

    SRD

    Ice Knife

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: SM
    Materials: A drop of water, or a piece of ice, or focus
    Duration: instantaneous
    You create a shard of ice and fling it at one creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 piercing damage. Hit or miss, the shard then explodes. The target and each creature within 5 feet of it must succeed on a Dexterity saving throw or take 2d6 cold damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the cold damage increases by 1d6 for each slot level above 1st.
    Available for: Druid, Sorcerer, Wizard

    Level 2 Spells

    SRD

    Earthbind

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 300 feet
    Components: V
    Duration: Concentration, up to 1 minute
    Choose one creature you can see within range. Yellow strips of magical energy loop around the creature. The target must succeed on a Strength saving throw, or its flying speed (if any) is reduced to 0 feet for the spell’s duration. An airborne creature affected by this spell safely descends at 60 feet per round until it reaches the ground or the spell ends.
    Available for: Druid, Sorcerer, Warlock, Wizard

    PHB, page 242

    Flame Blade

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S, M
    Materials: Leaf of sumac
    Duration: Concentration, up to 10 minutes
    You evoke a fiery blade in your free hand. The blade is similar in size and shape to a scimitar, and it lasts for the duration. If you let go of the blade, it disappears, but you can evoke the blade again as a bonus action.   You can use your action to make a melee spell attack with the fiery blade. On a hit, the target takes 3d6 fire damage.   The flaming blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd.
    Available for: Druid

    SRD

    Heat Metal

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A piece of iron and a flame, or focus
    Duration: Concentration, up to 1 minute
    Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
    Available for: Artificer, Bard, Druid

    Level 3 Spells

    SRD

    Call Lightning

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: Concentration, up to 10 minutes
    A storm cloud appears in the shape of a cylinder that is 10 feet tall with a 60-foot radius, centered on a point you can see within range above you. The spell fails if you can’t see a point in the air where the storm cloud could appear (for example, if you are in a room that can’t accommodate the cloud). When you cast the spell, choose a point you can see under the cloud. A bolt of lightning flashes down from the cloud to that point. Each creature within 5 feet of that point must make a Dexterity saving throw. A creature takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. On each of your turns until the spell ends, you can use your action to call down lightning in this way again, targeting the same point or a different one. If you are outdoors in stormy conditions when you cast this spell, the spell gives you control over the existing storm instead of creating a new one. Under such conditions, the spell’s damage increases by 1d10.
    At higher levels: When you cast this spell using a spell slot of 4th or higher level, the damage increases by 1d10 for each slot level above 3rd.
    Available for: Druid

    SRD

    Erupting Earth

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: A piece of obsidian, or focus
    Duration: instantaneous
    Choose a point you can see on the ground within range. A fountain of churned earth and stone erupts in a 20-foot cube centered on that point. Each creature in that area must make a Dexterity saving throw. A creature takes 3d12 bludgeoning damage on a failed save, or half as much damage on a successful one. Additionally, the ground in that area becomes difficult terrain until cleared. Each 5-foot-square portion of the area requires at least 1 minute to clear by hand.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d12 for each slot level above 3rd.
    Available for: Druid, Sorcerer, Wizard

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